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Sovereign Storm (3.5e Martial Discipline)/All Maneuvers

< Sovereign Storm (3.5e Martial Discipline)


Atlatl Arm
Sovereign Storm (Boost)
Level: 5
Prerequisite: Two Sovereign Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
The atlatl is one of the earliest weapons to be invented. It enables a spear to be hurled exceptionally long distances. You have no need for one.

The range increment for all your thrown weapons is multiplied by six.


Awesome Atlatl Arm
Sovereign Storm (Stance)
Level: 7
Prerequisite: Three Sovereign Storn maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: Stance

Wow, that thing is still going!

While in this stance, you may throw objects four times further than normal. This does not stack with the benefit of atlatl arm.


Flash Step
Sovereign Storm (Rush) [Electricity]
Level: 2
Prerequisite: One Sovereign Storm maneuver
Initiation Action: 1 move action
Range: Personal
Target: Self
Duration: 1 round
By channeling wind and lightning, you move at incredible speeds, making it almost seem like you teleported.

Move at three times your speed, but only in a straight line. You move at such speed you are considered invisible until the end of the movement.


Jolt Javelin
Sovereign Storm (Strike) [Electricity]
Level: 2
Prerequisite: One Sovereign Storm maneuver
Initiation Action: 1 standard action
Range: Medium
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex Negate (see text)
You focus your energy within your hand, calling a mighty lightning bolt.

As a part of initiating this maneuver, you create a bolt of lightning in your hand, ready to throw. Jolt Javelin can target any creature within medium range that you have line of sight to. Any creature between you and the target in a direct line takes 2d6 electricity damage, with a reflex save allowed (negate). Make a ranged touch attack against the subject; if it hits, the target takes 1d6+1 electricity damage/initiator level (maximum 5d6+5) with no saving throw allowed. If you fail to hit, you deal 1d6 electricity damage/initiator level (maximum 5d6) and the target is allowed a reflex save to negate all damage.

Channel: A jolt javelin can be channeled in the following way.

  • Lesser: Change all instances of d6 in the above text to d8.


Jolting Aura
Sovereign Storm (Stance) [Electricity]
Level: 1
Initiation Action: Swift Action
Range: Personal
Effect: Self
Duration: Stance
You form an aura of jolts around you; whenever a foe dares to strike, a burst of electricity comes forth.

Whenever a creature successfully hits you, you may, as a free action, make a 15 ft. cone of electric sparks come forth. The cone is emitted from your square and must be centered on the creature that struck you. Every creature in the cone takes 1d6 electricity damage.


Jolting Blow
Sovereign Storm (Strike) [Electricity]
Level: 1
Initiation Action: Standard Action
Range: See Text
Target: One Creature
Duration: Instantaneous
Saving Throw: None
As you invoke the name of the thunder god, your weapon becomes wreathed with lightning, ready to fell your foe.

As a part of initiating jolting blow, make a single melee or ranged attack at your highest attack bonus. If the maneuver hits, it deals an additional 1d6+1 per initiator level (maximum of 1d6+5) electricity damage.

Channel: A jolting blow can be channeled in the following way.

  • Lesser: If the attack hits, it deals an additional 1d6 electricity damage per initiator level (maximum of 5d6) instead of the maneuver's normal damage.


Super Smash Assault
Setting Sun, Sovereign Storm (Strike) [X-Discipline]
Level: 6
Prerequisite: Two Setting Sun maneuvers, one Sovereign Storm maneuver
Initiation Action: Standard
Range: Melee or ranged attack
Target: One creature
Duration: Instantaneous
Saving Throw: None

SUUUUUUPPPPPPEEEEEEERRRRRRRR SMMMMMMAAAAAAASSSSSSHHHHHHH BROTHERRRRRRSSSSSSS!!!!!!!!!!!!!!!!!!

As part of this maneuver, make a single melee or ranged attack. If your attack hits, your victim is launched into the air along a 45-degree arc of effect (maximum height equals half of the horizontal travel distance, reached halfway through the horizontal distance). The distance this maneuver launches opponents is highly variable, and depends on the following formula. All values dependent on division are rounded down to the nearest whole number before the final calculation is performed.

Launch distance (in feet) = 5 × (((Initiator's initiator level + Initiator's maneuver ability modifier) ÷ 5) + (Size Factor) + ((Nonlethal damage + (Maximum hp − current hp) + Vile damage[1]) ÷ 3) + (((Constitution damage, drain, burn, and penalties) + (Sum of damage, drain, burn, and penalties to Strength & Dexterity ÷ 2)) ÷ 2) + (Negative levels) + (Condition Value))

  • Initiator level and the relevant ability modifier are self-explanatory. The stronger the initiator is, the further this maneuver launches its target. However, the launching power is not very strongly affected by initiator level and initating power; the initiator's power is important, but not as much as the condition of the victim.
  • Size factor is a static value which depends on the size category of the victim. The victim's size modifier to attack rolls and AC is added to the formula; small creatures can be launched farther, while big creatures can't be launched as far.
  • The primary determinant of how far this maneuver launches enemies is how heavily injured they are. Nonlethal damage, lethal damage, and vile damage[1] are all added up to contribute to the formula. While the three classes of hit point damage usually have a clear pecking order of seriousness (nonlethal < lethal < vile), this formula ignores the pecking order and treats them all equally for the sake of not being even more complicated than it already is. Note that this formula uses the victim's damage after this attack's damage has been deducted from its hit points, not beforehand.
  • Ability score reductions are also factored into the knockback formula, but only the physical ability scores are included. Constitution, being the measure of resilience, is weighted more heavily in the formula than Strength and Dexterity. While ability score reductions usually have a clear pecking order of seriousness (penalties < damage < burn < drain), this formula ignores the pecking order and treats them all equally for the sake of not being even more complicated than it already is.
  • Negative levels represent being weakened and drained of vital energy, and as such are another form of damage. As such, they are included in the formula.
  • Condition value is a value based on conditions afflicting the victim. Some status conditions render victims more vulnerable to knockback, while others reduce vulnerability. Add up the sum of the condition values for all conditions on the creature (with certain exceptions; see the table below). A table of common status conditions affecting vulnerability to knockback can be found below this explanation of the formula.
Table: Condition Factor
Condition1 Condition Factor Value
Aura Seal ±0
Blinded +1
Burned +12
Confused +1
Cowering +43
Dazed +24, 5
Dazzled +15
Deafened +1
Disabled +86
Dying +106
Entangled +6
Exhausted +47
Fascinated +2
Fatigued +27
Flat-footed +3
Frightened +23
Frozen solid8 −5
Headache +19
Immobilized +34
Migraine +29
Nauseated +310
Numbed +111
On fire +32, 12
Panicked +33
Paralyzed +64, 11
Petrified −20
Prone −2
Shaken +13
Sickened +110
Staggered +86
Stunned +44
Susceptible +2
Uncentered +1
Unconscious +106
  1. Conditions not included on the table are up to DM arbitration.
    The exceptions are ability damage, burn, and drain and negative levels,
    which are accounted for in the formula itself.
  2. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as burned and on fire); simply use the highest value.
  3. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as shaken, frightened, panicked, and cowering); simply use the highest value.
  4. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as dazed, immobilized, stunned, and paralyzed); simply use the highest value.
  5. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as dazzled and dazed); simply use the highest value.
  6. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as disabled, dying, staggered, and unconscious); simply use the highest value.
  7. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as fatigued and exhausted); simply use the highest value.
  8. While there is no page on this wiki explaining the condition, being frozen solid is precisely what it sounds like — being encased
    in a big chunk of ice. One example of an effect that can do this is the freeze[2] spell.
  9. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as headache and migraine); simply use the highest value.
  10. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as sickened and nauseated); simply use the highest value.
  11. Do not add together similar status conditions or status conditions that exist on a continuum of severity
    (such as numbed and paralyzed); simply use the highest value.
  12. The condition factor increase for being on fire is further increased by +2 (to a total of +5) if the fire is supernatural
    and resistant to being put out by normal means, such as blackfire[2] or a pyromaniac's unquenchable flame.

If this maneuver launches a creature into a wall, ceiling, or other obstacle, both the victim and the obstacle take 1 damage for every 10 feet remaining in the victim's forced movement, and unless the obstacle is destroyed, the creature bounces off at a 45° angle and continues flying outward until it has exhausted its entire forced movement. (The victim's forced movement distance is not recalculated once it has already been launched, so taking collision damage does not cause it to fly farther.) If the victim has an ability that allows it to absorb momentum from a collision, such as Ukemi, it is entitled to use it upon a collision to attempt to negate its remaining forced movement.


Reflective Conductivity
Sovereign Storm (Stance) [Electricity]
Level: 1
Initiation Action: Swift Action
Range: Personal
Effect: Self
The evil storm mage unleashes a powerful lightning bolt at you. As it passes through, you absorb much of its energy... then you unleash it back at its user.

You get electricity resistance equal to twice your initiator level, plus 3. Additionally, at the end of your turn, you may unleash a single bolt of lightning much like lightning bolt dealing damage equal to the amount of electricity damage prevented by the resistance granted by this stance during the current round. If you gain immunity (including the immunity granted by this stance) or another source of resistance to electricity, use the resistance granted by this stance to calculate the damage dealt by the bolt.

Example: A 3rd level initiator is dealt 15 electricity damage; however, he is immune to electricity. The stance would prevent 9 electricity damage, so the bolt of lightning unleashed at the end of the initiator's turn will deal 9 electricity damage. The initiator is not dealt any damage since he is immune to electricity.

At 10th initiator level, this stance grants immunity to electricity. At 14th, the damage dealt by the bolt is doubled, and the bolt is treated as an ur lightning bolt.


Searing Brass
Black Rain, Mystical Rain, Thunder Bolt, Sovereign Storm (Boost) [X-Discipline]
Level: 9
Prerequisite: Five Black Rain, Mystical Rain, Thunder Bolt, or Sovereign Storm maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
Maybe in your next life, you won't move quite so predictably.

You gain the benefits of the Combat Reflexes, Improved Combat Reflexes, Punishment Combat Reflexes, and Super Snipe feats for 1 round. This means that you can use ranged attacks to make attacks of opportunity; see Super Snipe for details. In addition, the number of attacks of opportunity you can make during this round is increased by 1 per 4 initiator levels.


Spark Shot
Thunder Bolt, Sovereign Storm (Strike) [Electricity, X-Discipline]
Level: 3
Prerequisite: One Thunder Bolt or Sovereign Storm maneuver
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instantaneous
Your metal is no defense against me!

Make a single ranged attack. This attack does 3d6 additional electric damage, ignores armor bonuses from metal armor (including the natural armor of creatures with the Metal subtype), and has a +1 bonus to hit creatures wearing metal armor or with the Metal subtype.


Wind Stride
Sovereign Storm (Boost) [Air]
Level: 1
Initiation Action: Swift Action
Range: Personal
Effect: Self
Duration: 1 round
You channel the power of the wind to make yourself much faster. Fast enough to be capable of running across water.

As you initiate the boost your land speed increase by 30 feet, additionally you may run or charge over liquid surface as if it was regular terrain. You still fall in the liquid if you end your movement on it.

Channel: A Wind Stride can be channeled in the following way.

  • Greater: The boost last for 1 round.initiator level instead of 1 round.


Wind of Freedom
Sovereign Storm (Counter) [Air]
Level: 2
Prerequisite: One sovereign storm maneuver.
Initiation Action: 1 immediate action
Range: Personal
Effect: Self
Duration: 1 round
The wind is free to roam as it pleases, now so you are.

Channeling the power of the wind, you free yourself of physical oppression. You are under the effect of freedom of movement spell for 1 round.